1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/format/u_format.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_bitmask.h"
32 #include "tgsi/tgsi_ureg.h"
33
34 #include "svga_context.h"
35 #include "svga_state.h"
36 #include "svga_cmd.h"
37 #include "svga_shader.h"
38 #include "svga_resource_texture.h"
39 #include "svga_tgsi.h"
40 #include "svga_format.h"
41
42 #include "svga_hw_reg.h"
43
44
45
46 /**
47 * If we fail to compile a fragment shader (because it uses too many
48 * registers, for example) we'll use a dummy/fallback shader that
49 * simply emits a constant color (red for debug, black for release).
50 * We hit this with the Unigine/Heaven demo when Shaders = High.
51 * With black, the demo still looks good.
52 */
53 static const struct tgsi_token *
get_dummy_fragment_shader(void)54 get_dummy_fragment_shader(void)
55 {
56 #ifdef DEBUG
57 static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
58 #else
59 static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
60 #endif
61 struct ureg_program *ureg;
62 const struct tgsi_token *tokens;
63 struct ureg_src src;
64 struct ureg_dst dst;
65
66 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
67 if (!ureg)
68 return NULL;
69
70 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
71 src = ureg_DECL_immediate(ureg, color, 4);
72 ureg_MOV(ureg, dst, src);
73 ureg_END(ureg);
74
75 tokens = ureg_get_tokens(ureg, NULL);
76
77 ureg_destroy(ureg);
78
79 return tokens;
80 }
81
82
83 static struct svga_shader_variant *
translate_fragment_program(struct svga_context * svga,const struct svga_fragment_shader * fs,const struct svga_compile_key * key)84 translate_fragment_program(struct svga_context *svga,
85 const struct svga_fragment_shader *fs,
86 const struct svga_compile_key *key)
87 {
88 if (svga_have_vgpu10(svga)) {
89 return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
90 PIPE_SHADER_FRAGMENT);
91 }
92 else {
93 return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
94 PIPE_SHADER_FRAGMENT);
95 }
96 }
97
98
99 /**
100 * Replace the given shader's instruction with a simple constant-color
101 * shader. We use this when normal shader translation fails.
102 */
103 static struct svga_shader_variant *
get_compiled_dummy_shader(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key)104 get_compiled_dummy_shader(struct svga_context *svga,
105 struct svga_fragment_shader *fs,
106 const struct svga_compile_key *key)
107 {
108 const struct tgsi_token *dummy = get_dummy_fragment_shader();
109 struct svga_shader_variant *variant;
110
111 if (!dummy) {
112 return NULL;
113 }
114
115 FREE((void *) fs->base.tokens);
116 fs->base.tokens = dummy;
117
118 tgsi_scan_shader(fs->base.tokens, &fs->base.info);
119 fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
120 svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
121
122 variant = translate_fragment_program(svga, fs, key);
123 return variant;
124 }
125
126
127 /**
128 * Translate TGSI shader into an svga shader variant.
129 */
130 static enum pipe_error
compile_fs(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key,struct svga_shader_variant ** out_variant)131 compile_fs(struct svga_context *svga,
132 struct svga_fragment_shader *fs,
133 const struct svga_compile_key *key,
134 struct svga_shader_variant **out_variant)
135 {
136 struct svga_shader_variant *variant;
137 enum pipe_error ret = PIPE_ERROR;
138
139 variant = translate_fragment_program(svga, fs, key);
140 if (variant == NULL) {
141 debug_printf("Failed to compile fragment shader,"
142 " using dummy shader instead.\n");
143 variant = get_compiled_dummy_shader(svga, fs, key);
144 }
145 else if (svga_shader_too_large(svga, variant)) {
146 /* too big, use dummy shader */
147 debug_printf("Shader too large (%u bytes),"
148 " using dummy shader instead.\n",
149 (unsigned) (variant->nr_tokens
150 * sizeof(variant->tokens[0])));
151 /* Free the too-large variant */
152 svga_destroy_shader_variant(svga, variant);
153 /* Use simple pass-through shader instead */
154 variant = get_compiled_dummy_shader(svga, fs, key);
155 }
156
157 if (!variant) {
158 return PIPE_ERROR;
159 }
160
161 ret = svga_define_shader(svga, variant);
162 if (ret != PIPE_OK) {
163 svga_destroy_shader_variant(svga, variant);
164 return ret;
165 }
166
167 *out_variant = variant;
168
169 /* insert variant at head of linked list */
170 variant->next = fs->base.variants;
171 fs->base.variants = variant;
172
173 return PIPE_OK;
174 }
175
176
177 /* SVGA_NEW_TEXTURE_BINDING
178 * SVGA_NEW_RAST
179 * SVGA_NEW_NEED_SWTNL
180 * SVGA_NEW_SAMPLER
181 */
182 static enum pipe_error
make_fs_key(const struct svga_context * svga,struct svga_fragment_shader * fs,struct svga_compile_key * key)183 make_fs_key(const struct svga_context *svga,
184 struct svga_fragment_shader *fs,
185 struct svga_compile_key *key)
186 {
187 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
188 unsigned i;
189
190 memset(key, 0, sizeof *key);
191
192 memcpy(key->generic_remap_table, fs->generic_remap_table,
193 sizeof(fs->generic_remap_table));
194
195 /* SVGA_NEW_GS, SVGA_NEW_VS
196 */
197 if (svga->curr.gs) {
198 key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
199 key->fs.layer_to_zero = !svga->curr.gs->base.info.writes_layer;
200 } else {
201 key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
202 key->fs.layer_to_zero = 1;
203 }
204
205 /* Only need fragment shader fixup for twoside lighting if doing
206 * hwtnl. Otherwise the draw module does the whole job for us.
207 *
208 * SVGA_NEW_SWTNL
209 */
210 if (!svga->state.sw.need_swtnl) {
211 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
212 */
213 enum pipe_prim_type prim_mode;
214 struct svga_shader *shader;
215
216 /* Find the last shader in the vertex pipeline and the output primitive mode
217 * from that shader.
218 */
219 if (svga->curr.tes) {
220 shader = &svga->curr.tes->base;
221 prim_mode = shader->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
222 } else if (svga->curr.gs) {
223 shader = &svga->curr.gs->base;
224 prim_mode = shader->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
225 } else {
226 shader = &svga->curr.vs->base;
227 prim_mode = svga->curr.reduced_prim;
228 }
229
230 key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
231 key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
232 key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
233 prim_mode == PIPE_PRIM_TRIANGLES);
234
235 key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
236 prim_mode == PIPE_PRIM_POINTS &&
237 (svga->curr.rast->pointsize > 1.0 ||
238 shader->info.writes_psize));
239
240 if (key->fs.aa_point && svga->curr.gs) {
241 assert(svga->curr.gs->aa_point_coord_index != -1);
242 key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
243 }
244 }
245
246 /* The blend workaround for simulating logicop xor behaviour
247 * requires that the incoming fragment color be white. This change
248 * achieves that by creating a variant of the current fragment
249 * shader that overrides all output colors with 1,1,1,1
250 *
251 * This will work for most shaders, including those containing
252 * TEXKIL and/or depth-write. However, it will break on the
253 * combination of xor-logicop plus alphatest.
254 *
255 * Ultimately, we could implement alphatest in the shader using
256 * texkil prior to overriding the outgoing fragment color.
257 *
258 * SVGA_NEW_BLEND
259 */
260 key->fs.white_fragments = svga->curr.blend->need_white_fragments;
261
262 key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
263
264 #ifdef DEBUG
265 /*
266 * We expect a consistent set of samplers and sampler views.
267 * Do some debug checks/warnings here.
268 */
269 {
270 static boolean warned = FALSE;
271 unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
272 svga->curr.num_samplers[shader]);
273 /* Only warn once to prevent too much debug output */
274 if (!warned) {
275 if (svga->curr.num_sampler_views[shader] !=
276 svga->curr.num_samplers[shader]) {
277 debug_printf("svga: mismatched number of sampler views (%u) "
278 "vs. samplers (%u)\n",
279 svga->curr.num_sampler_views[shader],
280 svga->curr.num_samplers[shader]);
281 }
282 for (i = 0; i < n; i++) {
283 if ((svga->curr.sampler_views[shader][i] == NULL) !=
284 (svga->curr.sampler[shader][i] == NULL))
285 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
286 i, svga->curr.sampler_views[shader][i],
287 i, svga->curr.sampler[shader][i]);
288 }
289 warned = TRUE;
290 }
291 }
292 #endif
293
294 /* XXX: want to limit this to the textures that the shader actually
295 * refers to.
296 *
297 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
298 */
299 svga_init_shader_key_common(svga, shader, &fs->base, key);
300
301 for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
302 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
303 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
304 if (view) {
305 struct pipe_resource *tex = view->texture;
306 if (tex->target != PIPE_BUFFER) {
307 struct svga_texture *stex = svga_texture(tex);
308 SVGA3dSurfaceFormat format = stex->key.format;
309
310 if (!svga_have_vgpu10(svga) &&
311 (format == SVGA3D_Z_D16 ||
312 format == SVGA3D_Z_D24X8 ||
313 format == SVGA3D_Z_D24S8)) {
314 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
315 * or SVGA3D_Z_D24S8 surface, we'll automatically get
316 * shadow comparison. But we only get LEQUAL mode.
317 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
318 * code for shadow comparison.
319 */
320 key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
321 key->tex[i].compare_func = PIPE_FUNC_NEVER;
322 /* These depth formats _only_ support comparison mode and
323 * not ordinary sampling so warn if the later is expected.
324 */
325 if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
326 debug_warn_once("Unsupported shadow compare mode");
327 }
328 /* The shader translation code can emit code to
329 * handle ALWAYS and NEVER compare functions
330 */
331 else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
332 sampler->compare_func == PIPE_FUNC_NEVER) {
333 key->tex[i].compare_mode = sampler->compare_mode;
334 key->tex[i].compare_func = sampler->compare_func;
335 }
336 else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
337 debug_warn_once("Unsupported shadow compare function");
338 }
339 }
340 }
341 }
342 }
343
344 /* sprite coord gen state */
345 key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
346
347 key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
348 == PIPE_SPRITE_COORD_LOWER_LEFT);
349
350 key->fs.flatshade = svga->curr.rast->templ.flatshade;
351
352 /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
353 if (svga_have_vgpu10(svga)) {
354 /* Alpha testing is not supported in integer-valued render targets. */
355 if (svga_has_any_integer_cbufs(svga)) {
356 key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
357 key->fs.alpha_ref = 0;
358 }
359 else {
360 key->fs.alpha_func = svga->curr.depth->alphafunc;
361 key->fs.alpha_ref = svga->curr.depth->alpharef;
362 }
363 }
364
365 /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
366 if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
367 svga->curr.blend->need_white_fragments) {
368 /* Replicate color0 output (or white) to N colorbuffers */
369 key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
370 }
371
372 return PIPE_OK;
373 }
374
375
376 /**
377 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
378 */
379 enum pipe_error
svga_reemit_fs_bindings(struct svga_context * svga)380 svga_reemit_fs_bindings(struct svga_context *svga)
381 {
382 enum pipe_error ret;
383
384 assert(svga->rebind.flags.fs);
385 assert(svga_have_gb_objects(svga));
386
387 if (!svga->state.hw_draw.fs)
388 return PIPE_OK;
389
390 if (!svga_need_to_rebind_resources(svga)) {
391 ret = svga->swc->resource_rebind(svga->swc, NULL,
392 svga->state.hw_draw.fs->gb_shader,
393 SVGA_RELOC_READ);
394 }
395 else {
396 if (svga_have_vgpu10(svga))
397 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
398 svga->state.hw_draw.fs->gb_shader,
399 svga->state.hw_draw.fs->id);
400 else
401 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
402 svga->state.hw_draw.fs->gb_shader);
403 }
404
405 if (ret != PIPE_OK)
406 return ret;
407
408 svga->rebind.flags.fs = FALSE;
409 return PIPE_OK;
410 }
411
412
413
414 static enum pipe_error
emit_hw_fs(struct svga_context * svga,uint64_t dirty)415 emit_hw_fs(struct svga_context *svga, uint64_t dirty)
416 {
417 struct svga_shader_variant *variant = NULL;
418 enum pipe_error ret = PIPE_OK;
419 struct svga_fragment_shader *fs = svga->curr.fs;
420 struct svga_compile_key key;
421 struct svga_shader *prevShader = NULL; /* shader in the previous stage */
422
423 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
424
425 prevShader = svga->curr.gs ?
426 &svga->curr.gs->base : (svga->curr.tes ?
427 &svga->curr.tes->base : &svga->curr.vs->base);
428
429 /* Disable rasterization if rasterizer_discard flag is set or
430 * vs/gs does not output position.
431 */
432 svga->disable_rasterizer =
433 svga->curr.rast->templ.rasterizer_discard ||
434 !prevShader->info.writes_position;
435
436 /* Set FS to NULL when rasterization is to be disabled */
437 if (svga->disable_rasterizer) {
438 /* Set FS to NULL if it has not been done */
439 if (svga->state.hw_draw.fs) {
440 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
441 if (ret != PIPE_OK)
442 goto done;
443 }
444 svga->rebind.flags.fs = FALSE;
445 svga->state.hw_draw.fs = NULL;
446 goto done;
447 }
448
449 /* SVGA_NEW_BLEND
450 * SVGA_NEW_TEXTURE_BINDING
451 * SVGA_NEW_RAST
452 * SVGA_NEW_NEED_SWTNL
453 * SVGA_NEW_SAMPLER
454 * SVGA_NEW_FRAME_BUFFER
455 * SVGA_NEW_DEPTH_STENCIL_ALPHA
456 * SVGA_NEW_VS
457 */
458 ret = make_fs_key(svga, fs, &key);
459 if (ret != PIPE_OK)
460 goto done;
461
462 variant = svga_search_shader_key(&fs->base, &key);
463 if (!variant) {
464 ret = compile_fs(svga, fs, &key, &variant);
465 if (ret != PIPE_OK)
466 goto done;
467 }
468
469 assert(variant);
470
471 if (variant != svga->state.hw_draw.fs) {
472 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
473 if (ret != PIPE_OK)
474 goto done;
475
476 svga->rebind.flags.fs = FALSE;
477
478 svga->dirty |= SVGA_NEW_FS_VARIANT;
479 svga->state.hw_draw.fs = variant;
480 }
481
482 done:
483 SVGA_STATS_TIME_POP(svga_sws(svga));
484 return ret;
485 }
486
487 struct svga_tracked_state svga_hw_fs =
488 {
489 "fragment shader (hwtnl)",
490 (SVGA_NEW_FS |
491 SVGA_NEW_GS |
492 SVGA_NEW_VS |
493 SVGA_NEW_TEXTURE_BINDING |
494 SVGA_NEW_NEED_SWTNL |
495 SVGA_NEW_RAST |
496 SVGA_NEW_STIPPLE |
497 SVGA_NEW_REDUCED_PRIMITIVE |
498 SVGA_NEW_SAMPLER |
499 SVGA_NEW_FRAME_BUFFER |
500 SVGA_NEW_DEPTH_STENCIL_ALPHA |
501 SVGA_NEW_BLEND),
502 emit_hw_fs
503 };
504
505
506
507